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The son of an German-born Italian Fencer, Matilda Schwarz, and Japanese Biathlete Washi Nagaika, Makoto has inherited his german looks from his mother and his temperment from his father. Makoto is a calm, friendly individual, and easy to approach, although many find him hard to read. While Makoto does his best to at least get along with the majority of those he meets, there are very few that he counts as allies or friends.

Obsessed with Germanic legends of heroes and magic, as a child Makoto styled himself as a hero, fighting against evil and injustice. While he became more level headed as he aged, Makoto still does his best to stand for and protect those that he believes could use his help.

Makoto practices a style of the Italian School of Fencing using a sword and cape, having been taught from an early age by his mother. Unhesitant to use his knowledge of combat, Makoto often finds himself standing up for and helping others (often with Suzhua).

Feats:

Feat Name:

Effect

Accurate Attack:

When Makoto makes an attack he can take a penalty of up to –5 on his save DC modifier and add the same number (up to +5) to his attack bonus. His save DC modifier cannot be reduced below +0 and his attack bonus cannot more than double. The changes to attack and save DC modifier are declared before he makes the attack roll and lasts until his next round.

All-Out Attack:

Makoto may reduce his defense bonus by up to -4, to add the same amount as a bonus to his save DC.

Assessment:

As a move action, Makoto can use Sense Motive vs. Bluff to 'size up' opponents to gauge their strengths. A successful use provides the opponent's attack and defense bonuses relative to Makoto's own (higher, lower, or equal). Other uses would be up to GM discretion.

Defensive Attack:

When Makoto makes an attack he can take a penalty of up to –5 on his attack bonus and add the same number (up to +5) as a dodge bonus to his defense. Makoto's attack bonus cannot be reduced below +0 and his dodge bonus cannot more than double. The changes to attack and dodge bonus last until his next action.

Dodge Focus 2:

+2 to Defense as long as he can move, already worked into math.

Elusive Target:

While fighting an opponent in melee combat, others attempting to target Makoto with ranged attacks are at a –8 penalty rather than the usual –4 penalty for shooting into melee combat.

Evasion 2:

No damage on a successful Reflex save, half damage on failures

Equipment:

Used to purchase a Cellphone/PDA and Chainmail

Follow Up Strike:

If Makoto scores a critical hit with a melee attack, he can make an additional melee attack against the same opponent immediately as a free action, with the same attack bonus as the attack that scored the critical hit.

Improved Block 3:

Makoto has a +6 bonus on attack rolls to block melee attacks. If you can block ranged attacks, your Improved Block bonus does not apply to those block rolls, which are improved seperately by adding power ranks.

Improved Critical (Gram's Strike):

Makoto's critical threat range with a particular attack (Gram's Strike attack) is increased, allowing Makoto to score a critical hit on a roll of 19 or 20.

Improved Disarm 3:

Makoto has a +6 bonus (+2 per rank) on attack rolls when attempting to disarm an opponent and they do not get the opportunity to disarm him.

Improved Initiative 2:

Makoto has a +8 to initiative.

Jack-of-All-Trades:

Makoto may use any skill check untrained.

Stunning Attack:

When Makoto makes a damaging melee attack, his can choose not to inflict normal damage. Instead, the target makes a Fortitude save against a DC of 10 plus his damage bonus. A successful save results in no effect, a failed save means the target is dazed for one round. Failure by 5 or more means the target is stunned for one round, and failure by 10 or more means the target is unconscious.

Precise Shot (with Gram's Blitzgriff (Blast)):

When Makoto makes a ranged attack using Gram's Blitzgriff on an opponent engaged in melee with his allies, he reduces the attack roll penalty by 4. This eliminates the normal –4 penalty, and reduces the penalty for Elusive Target to –4.

Quick Draw:

Makoto can draw or load a weapon as a free action, rather than a move action. He can only do one of these things as a free action each round; the others remain move actions as normal.

Uncanny dodge:

As long as Makoto's sight could inform him, he retains his dodge bonus even if surprised or flat-footed.

25 PP

Powers

Gram, Makoto's Soul Weapon, Device 4, Barrier Guide
Flaw: Soul Weapon. Being a soul weapon, Makoto loses access to this device and all its abilities if he succumbs to Despair.

Makoto's soul weapon takes on the form of a sword, and can be used as such.

Blitzgriff (Blast 3)

Energy Cost: 3

Acton: Standard

Range: 30'

Duration: Instant

Feat: Precise (as though Makoto had the Precise Shot feat(noted in feats section))

Descriptors: Slashing

Extras: None

DC 18 Toughness attack

(2/r) x 3 + 1fe = 7

With a quick slash of Gram, Makoto is able to send a shockwave hurtling towards a foe, allowing him to cause some damage at a distance.

Doppleganger

Concealment 4

Energy Cost: 2

Acton: Free

Range: Personal

Duration: Sustained

Feats: Close Range

Flaw: Passive

Descriptors: Magic, Illusion

While concealed, you can make surprise attacks against targets unaware of your presence (see Surprise Attack, page 163). Attackers have a 50% miss chance against you (a roll of 11 or better on d20). Attackers able to perceive you with an accurate sense suffer no penalties, and combat is resolved normally. The "close range" where someone can sense you is 5 feet, but requires an acute sense and a DC20 Notice check.

(2/r - 1fl)* 4 + 1 feats = 5

Makoto can create illusory doubles using his magic. These doubles appear identical to Makoto, but lack any tangible form.

Barnstokk

Dimensional Pocket 1

Energy Cost: 0

Acton: Movement

Range: Touch

Duration: Instant (Lasting)

Feats: Reduced Energy Cost 2

Flaw: Distracting, Storage Only

Descriptors: Magic, Summoning

You have a “pocket” dimension capable of holding an amount of material, or even creatures. Your Dimensional Pocket has a 100 lb. capacity at rank 1.

(2/r - 2fl + 2fe)* 1 = 4

Makoto can summon the mythical tree Barnstokk, in which Gram is stored. The tree provides limited storage space for other items, such as Essence.

18 PP

Complications

Loyal to the End

Makoto is extremely loyal to his friends, and will do anything in his power to protect them.

Distant

Makoto tends to be polite and cheerful, but keeps most people at a distance.